There have been several comments on IRC how the Wizard is a very
light sleeper now; aggravate cast by monsters makes him wake up
and come out of the tower. So, lets limit aggravate to either
outside or inside of the tower, depending on which side the player is.
When levitating on the plane of water, get an unattached iron ball,
and throw it. You'll hurtle in the opposite direction, out of the air
bubble and into water, but don't drown.
Make genl_status_update behave approximately the same as basic bot2
when processing the second status line. Preferred order:
Dlvl Gold Hp(HpMax) Pw(PwMax) AC Xp Time Conditions
Alternate orders if above exceeds COLNO (note several extra spaces
get sequeezed out). First one is used if everything except time fits,
second one is used if everything except experience (which can be wide
if 'showexp' option is on) and time fits, third is last resort:
Dlvl Gold Hp(HpMax) Pw(PwMax) AC Xp Conditions Time
Dlvl Gold Hp(HpMax) Pw(PwMax) AC Conditions Xp Time
Hp(HpMax) Pw(PwMax) AC Conditions Dlvl Gold Xp Time
Basic bot2 currently has Conditions as
Stone Slime Strngl FoodPois TermIll <hunger> <encumbrance> Blind Deaf
Stun Conf Hallu Lev Fly Ride
genl_status_update has
<hunger> <encumbrance> Stone Slime Strngl FoodPois TermIll Blind Deaf
Stun Conf Hallu Lev Fly Ride
which is as close as it can get with the current field organization.
Tested by temporarily changing tty_procs.status_init and .status_update
to use genl_* instead of tty_*.
This fixes bz23: Warning glyph info wrong with TRAPS=50, even
though you don't set the trap symbols via TRAPS anymore, the
bug still existed. To trigger it, use SYMBOL=S_arrow_trap:2
and look at monster that appears as warning '2'.
Adding deafness to the status line spurred me on to something I've
wanted to do for a long time. This adds 'Stone' and 'Strngl' as
new status conditions, and moves the five fatal ones: "Stone Slime
Strngl FoodPois TermIll" to the front of the status list since
information about them is more important than any of the others.
"Ill" has been renamed "TermIll"; "Df" has been renamed "Deaf";
"Lev", "Fly", and "Ride" are three additional new conditions, with
Lev and Fly being mutually exclusive. After the fatal ones, the
order of the rest is now
<hunger> <encumbrance> Blind Deaf Stun Conf Hallu Lev Fly Ride
To handle the longer potential status line, the basic bot2() is now
smarter. If the line is wider than the map, 'T:moves' is moved from
the middle to the end. If the line without time is still wider than
the map, then experience (HD if polyd, Xp:M/nnnnnn is showexp is on,
or Exp:M) is moved in front of time at the end. If the line without
experience and time is still wider than the map, dungeon level plus
gold is moved from the beginning to be in front of experience. The
fields are just reordered, not truncated, so if the interface code
can display lines wider than the map they'll retain the extra info.
The gist is than health and associated fields (Hp, Pw, Ac) get first
priority, status conditions get second priority, then the rest. In
the usual case where there aren't many conditions, status display is
the same as it has been in the past.
STATUS_VIA_WINDOWPORT has been updated too, and it builds for tty
and X11. But the bot2() revision to reorder sections has not been
implemented for that.
win/win32/mswproc.c has been updated but not tested.
STATUS_VIA_WINDOWPORT without STATUS_HILITES had several compile
problems; now fixed for core and tty. STATUS_VIA_WINDOWPORT with
STATUS_HILITES has not been tested.
Move the details of autodescribe out of getpos into a separate
routine.
I think 'cartesian' mode should be renamed 'compass' mode, and
'absolute' mode perhaps should be 'map' mode. And we should have
a new 'screen' mode which shows rows,columns (1..N rather than
0..N-1). For tty, row is line+2; message and prompting "window"
is row 1, line 0 of map is row 2. Columns are straightforward
since column 0 of the map isn't used for map display: column 1
of map is column 1 of screen. Non-tty mostly shouldn't care and
might as well use the same conversion.
Simplify some conditionally excluded, obsolete but not yet
discarded code.
This is something else I thought I'd checked in a long time ago.
I must have clobbered pending changes to invent.c at some point.
When applying a magic marker, only list known blank scrolls and known
blank spellbooks as likely candidates to write on. Accepts any scroll
or book (but non-blank ones will get rejected by the writing code).
Attempting to choose some other class of item yields "that is a silly
thing to write on", same as before.
This was requested during beta testing and I'd swear that I checked it
in a long time ago, but it wasn't here.
Always include the hero's location in the set of spots for 'm',&c to
cycle through. This way the set will never be empty so checks for that
can be dropped, and choosing initial index becomes trivial (set to 0,
then increment to reach nearest spot of interest or decrement to reach
farthest). Also, it makes it easier for player to see when successive
'm's,&c have been through all the interesting locations if there are
multiple monsters or objects clumped near the last one in the cycle.
Original bug report:
> When killing something that's carrying a potion, or death-drops a potion,
> or stands on top of a potion, with a force bolt or a wand of striking,
> "you hear something shatter" or "a potion of foo shatters" but the corpse
> is inverse as if it's (still) a pile.
Unfortunately the newsym() checks for already existing glyph, and
the gbuf doesn't distinguish between object piles and single items,
so newsym doesn't mark the location for update.
This is a dirty hack to force the newsym to update the glyph.
The glyph buffering should be revisited in a future version.
Several people have asked if 3.6.0 supports playing with tiles on
a public server. Because there's no way for the user's end to know
what that white @ is, this adds special console escape codes for
tile hinting.
The idea was originally a patch called TelnetTiles by Justin Hiltscher,
but this expanded version comes via NAO, where it's been in use for years.
This is basically an interim hack, which should go away when/if
we support actual client-server model.
I think there was also a report about this during beta testing.
Killing an ooze, slime, or pudding left a glob of same which had its
bknown flag pre-set so was immediately shown as "uncursed" even to
non-priests. Use another way to maximize glob mergability: allow
globs to merge even when one has bknown set and the other doesn't.
... never transform and can leave Rider corpses
Riders can't be polymorphed, and the code to prevent that was also
preventing doppelgangers in Rider form from changing shape.
Using ring of protection from shape changers effectively turned such
doppelgangers into actual Riders which would leave self-reviving
corpses. That didn't prevent Riders from appearing on the Astral
Plane though.
I've seen some complaints about not being able to kick with ^d
so add kick as an extended command.
Also add the missing #exploremode command to the Guidebook.
This was a request from a blind player. It's hard to find
the left edge of the menu when it's drawn on the map, so
clear the screen and align menus to the left edge of the screen
when this option is turned off.
Originally this was called the window edge patch.
Allow 'msgtype=show' for messages that nethack uses Norep() for.
I don't know whether anyone will ever want to do that, but if felt
strange to have two different message suppression mechanisms that
were completely disconnected from each other.
For a user with no msgtype filter, there'll be no difference in
behavior.
"Petrified by <foo>, while getting stoned." -- multi_reason "while
getting stoned" explains why no last-second recovery could be made,
but doesn't explain how the petrification happened, so suppress it.
"Died of starvation, while fainted from lack of food." -- nethack
does not display this; presumeably the IRC death notices for NAO are
generated from xlogfile entries. Change 'while fainted from lack of
food' to 'while fainted' at time of death if reason for death is
starvation. The longer version is accurate but sounds fairly silly.
When starvation is set in motion, set it up before checking whether
the initial faint triggers falling on a wielded cockatrice corpse, so
that fainting isn't applied after recovery in case of life-saving.
Freezing a moat--unlike other types of water--substitutes the type
of water (because that isn't "moat" for Medusa's level) in the freeze
message but was doing so after changing the affected terrain to ICE,
yielding "The ice is bridged with ice."
Extend the 'm' and 'M' functionality (move cursor to nearest monster
or farthest monster, respectively, then to next nearest/next farthest
when used successively) to 'o' and 'O' for objects.
'M' was picking the wrong monster (nearest) on first use; now fixed.
Hero is now included in the monster list, and will be the last one
reached if you cycle all the way through in either direction. (Makes
it easier to tell that you have actually been all the way through.
Unfortunately, objects don't have any seen-'em-all indicator. Perhaps
the hero's coordinates should go on that list too?)
Fix several warnings. Accept ASCII RUBOUT (aka DELETE) in addition
to backspace. [Should use erase_char (and add support for kill_char)
but that means pushing get_count() into the interface code.] Guard
against user causing the count to wrap if someone ever adds a call to
get_count() which doesn't specifying a maximum value.